]> git.tdb.fi Git - libs/gl.git/blobdiff - source/vertexarray.cpp
Add vertex array object support to Mesh
[libs/gl.git] / source / vertexarray.cpp
index d834ab7c7f3044d8aa691d34288bd7f1805050a6..996871c4094ecc659566cd460175392c6b69600a 100644 (file)
@@ -1,8 +1,9 @@
-#include "arb_multitexture.h"
-#include "arb_vertex_shader.h"
+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
 #include "buffer.h"
 #include "error.h"
 #include "gl.h"
+#include "mesh.h"
 #include "vertexarray.h"
 
 using namespace std;
@@ -11,14 +12,21 @@ namespace Msp {
 namespace GL {
 
 VertexArray::VertexArray(const VertexFormat &f):
-       defer_vbuf(true),
        dirty(false)
 {
        reset(f);
 }
 
 VertexArray::~VertexArray()
-{ }
+{
+       if(current()==this)
+       {
+               /* We must deactivate arrays here, or apply() would try to access deleted
+               data on the next invocation. */
+               set_current(0);
+               apply_arrays(0, &arrays, 0, 0);
+       }
+}
 
 void VertexArray::reset(const VertexFormat &f)
 {
@@ -28,12 +36,18 @@ void VertexArray::reset(const VertexFormat &f)
 
        arrays.clear();
 
+       unsigned offs = 0;
        for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
        {
                unsigned slot = get_array_slot(*c);
                if(slot>=arrays.size())
                        arrays.resize(slot+1);
-               arrays[slot] = *c;
+
+               Array &arr = arrays[slot];
+               arr.component = *c;
+               arr.offset = offs;
+
+               offs += get_component_size(*c);
        }
 }
 
@@ -62,24 +76,6 @@ unsigned VertexArray::get_array_slot(unsigned char comp)
        }
 }
 
-void VertexArray::use_vertex_buffer()
-{
-       if(vbuf)
-               return;
-
-       vbuf = new Buffer(ARRAY_BUFFER);
-       defer_vbuf = false;
-       dirty = true;
-}
-
-void VertexArray::use_vertex_buffer(Buffer *b)
-{
-       vbuf = b;
-       vbuf.keep();
-       defer_vbuf = false;
-       dirty = true;
-}
-
 void VertexArray::clear()
 {
        data.clear();
@@ -93,73 +89,85 @@ void VertexArray::reserve(unsigned n)
 float *VertexArray::append()
 {
        data.insert(data.end(), stride, 0.0f);
-       set_dirty();
+       dirty = true;
        return &*(data.end()-stride);
 }
 
 float *VertexArray::modify(unsigned i)
 {
-       set_dirty();
+       dirty = true;
        return &data[0]+i*stride;
 }
 
-void VertexArray::set_dirty()
+unsigned VertexArray::get_data_size() const
 {
-       dirty = true;
-       if(defer_vbuf)
-       {
-               vbuf = new Buffer(ARRAY_BUFFER);
-               defer_vbuf = false;
-       }
+       return data.size()*sizeof(float);
+}
+
+void VertexArray::upload_data() const
+{
+       get_buffer()->sub_data(get_offset(), get_data_size(), &data[0]);
 }
 
 void VertexArray::apply() const
 {
        if(format.empty())
                throw invalid_operation("VertexArray::apply");
+       // Don't mess up the vertex array object of a mesh
+       if(Mesh::current())
+               throw invalid_operation("VertexArray::apply");
 
        const VertexArray *old = current();
-       if(!set_current(this))
+       /* If the array has been modified, apply it even if it was the last one to
+       be applied.  This is necessary to get the data updated to vertex buffer, and
+       to resync things after a format change.  Radeon drivers also have some
+       problems with modifying vertex arrays without re-setting the pointers. */
+       if(!set_current(this) && !dirty)
                return;
 
+       Buffer *vbuf = get_buffer();
        if(vbuf)
        {
                vbuf->bind_to(ARRAY_BUFFER);
                if(dirty)
-               {
-                       vbuf->data(data.size()*sizeof(float), &data[0]);
-                       dirty = false;
-               }
+                       update_buffer();
        }
 
-       const float *base = (vbuf ? 0 : &data[0]);
-       unsigned offset = 0;
+       const float *base = (vbuf ? reinterpret_cast<float *>(get_offset()) : &data[0]);
        unsigned stride_bytes = stride*sizeof(float);
+       apply_arrays(&arrays, (old ? &old->arrays : 0), base, stride_bytes);
+
+       if(vbuf)
+               Buffer::unbind_from(ARRAY_BUFFER);
+}
+
+void VertexArray::apply_arrays(const vector<Array> *arrays, const vector<Array> *old_arrays, const float *base, unsigned stride_bytes)
+{
        unsigned active_tex = 0;
-       unsigned n_arrays = arrays.size();
-       if(old)
-               n_arrays = max(n_arrays, old->arrays.size());
+       unsigned n_arrays = arrays ? arrays->size() : 0;
+       if(old_arrays)
+               n_arrays = max<unsigned>(n_arrays, old_arrays->size());
        for(unsigned i=0; i<n_arrays; ++i)
        {
-               unsigned char arr = (i<arrays.size() ? arrays[i] : 0);
-               unsigned char old_arr = (old && i<old->arrays.size() ? old->arrays[i] : 0);
+               const Array *arr = ((arrays && i<arrays->size() && (*arrays)[i].component) ? &(*arrays)[i] : 0);
+               const Array *old_arr = ((old_arrays && i<old_arrays->size() && (*old_arrays)[i].component) ? &(*old_arrays)[i] : 0);
                if(!arr && !old_arr)
                        continue;
 
-               unsigned char comp = (arr ? arr : old_arr);
+               unsigned char comp = (arr ? arr->component : old_arr->component);
                unsigned sz = get_component_size(comp);
                unsigned t = get_component_type(comp);
                GLenum array_type = 0;
                if(t==get_component_type(VERTEX3))
                {
                        if(arr)
-                               glVertexPointer(sz, GL_FLOAT, stride_bytes, base+offset);
+                               glVertexPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
                        array_type = GL_VERTEX_ARRAY;
                }
                else if(t==get_component_type(NORMAL3))
                {
                        if(arr)
-                               glNormalPointer(GL_FLOAT, stride_bytes, base+offset);
+                               glNormalPointer(GL_FLOAT, stride_bytes, base+arr->offset);
                        array_type = GL_NORMAL_ARRAY;
                }
                else if(t==get_component_type(COLOR4_FLOAT))
@@ -167,9 +175,9 @@ void VertexArray::apply() const
                        if(arr)
                        {
                                if(sz==1)
-                                       glColorPointer(4, GL_UNSIGNED_BYTE, stride_bytes, base+offset);
+                                       glColorPointer(4, GL_UNSIGNED_BYTE, stride_bytes, base+arr->offset);
                                else
-                                       glColorPointer(sz, GL_FLOAT, stride_bytes, base+offset);
+                                       glColorPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
                        }
                        array_type = GL_COLOR_ARRAY;
                }
@@ -182,7 +190,7 @@ void VertexArray::apply() const
                                active_tex = t;
                        }
                        if(arr)
-                               glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+offset);
+                               glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
                        array_type = GL_TEXTURE_COORD_ARRAY;
                }
                else
@@ -190,7 +198,7 @@ void VertexArray::apply() const
                        if(t>=get_component_type(ATTRIB1))
                                t -= get_component_type(ATTRIB1);
                        if(arr)
-                               glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+offset);
+                               glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset);
                }
 
                // Only change enable state if needed
@@ -208,19 +216,19 @@ void VertexArray::apply() const
                        else
                                glDisableVertexAttribArray(t);
                }
-
-               if(arr)
-                       offset += sz;
        }
 
        if(active_tex)
                glClientActiveTexture(GL_TEXTURE0);
-
-       if(vbuf)
-               Buffer::unbind_from(ARRAY_BUFFER);
 }
 
 
+VertexArray::Array::Array():
+       component(0),
+       offset(0)
+{ }
+
+
 VertexArray::Loader::Loader(VertexArray &a):
        VertexArrayBuilder(a)
 {